/*
===========================================================================

Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.

This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").

Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.

Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with Doom 3 BFG Edition Source Code.  If not, see <http://www.gnu.org/licenses/>.

In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code.  If not, please request a copy in writing from id Software at the address below.

If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.

=================================================a==========================
*/

#include "global_inc.hlsl"
#include "renderParmSet8.inc.hlsl"


// *INDENT-OFF*
#if USE_GPU_SKINNING
StructuredBuffer<float4> matrices : register(t11);
#endif

struct VS_IN
{
	float4 position	: POSITION;
	float2 texcoord	: TEXCOORD0;
	float4 normal	: NORMAL;
	float4 tangent	: TANGENT;
	float4 color	: COLOR0;
	float4 color2	: COLOR1;
};

struct VS_OUT
{
	float4 position		: POSITION;
	float4 texcoord0	: TEXCOORD0;
	float4 texcoord1	: TEXCOORD1;
};
// *INDENT-ON*

void main( VS_IN vertex, out VS_OUT result )
{
#include "skinning.inc.hlsl"
	//result.position.x = dot4( vertex.position, pc.rpMVPmatrixX );
	//result.position.y = dot4( vertex.position, pc.rpMVPmatrixY );
	//result.position.z = dot4( vertex.position, pc.rpMVPmatrixZ );
	//result.position.w = dot4( vertex.position, pc.rpMVPmatrixW );

	// pass through texcoords
	result.texcoord0 = float4( vertex.texcoord.xy, 0, 0 );

	result.texcoord1 = pc.rpUser0;
}
